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Carver

Lore Writers
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Everything posted by Carver

  1. Ever since it was made to turn your direction on click whilst enabled, you've no longer been able to stealthily examine people via the use of it. With vision cones gone, there's no reason for this adjustment to the feature to remain. tl;dr: Revert the addition of turning on click when face-direction is enabled.
  2. As someone who once went on another server some years ago, discovered that ghosts could play as station pets (Poly) and made a point of causing great annoyance with it: I can personally testify that limited spawns do absolutely nothing to discourage being a shitter with these things. Read above.
  3. Wouldn't that merely be a spiritual continuation of an already undesirable feature, concerning that rats and other simple mobs are truly not very different in RP on offer in the slightest? Lizards are, in effect, slower and stupider green rats. Having to chase some little shit out of the kitchen by throwing knives at it - whether it's a normal rat, a green rat or any other kind of rat - is not desirable gameplay for me as a chef. Nor is chasing something with the OOC intelligence of a human around as a janitor, especially when that something is played with the sole purpose of pestering people.
  4. I'm afraid one can't really take playing a rat with only mechanics for chewing on shit incessantly seriously. Their removal is long past it's due date.
  5. Making them limited won't mean people will stop being shitters, it just means they go from 10 or so respawns on average to 8 respawns.
  6. Hope the jacket still opens.
  7. I feel like I've seen this idea before. It remains a perfectly good idea.
  8. Curiously, after checking, the HoS equivalent isn't armoured. The Warden equivalent is armoured. No matter what is chosen to be done with the Officer variant, it should be mirrored for whichever of the other two does not match it. As for armoured clothing, armoured clothing remains fine. The armoured trenchcoat has always been a staple, as has the commissar jacket.
  9. So reduce the pockets, remove the non-armoured variant. Easy.
  10. Does it, once you learn to recognize the apparel? It is no different than the HoS or Warden wearing their coats instead of their vests. There's no magic in the future preventing the development of plated jackets or durable materials, either.
  11. Just have their suit fry on death and be rendered unusable. 'Rewarding' a death/failure with a bomb that ends the round of everyone nearby is a meme.
  12. Those dress uniforms are so good they feel practically wasted on Sol.
  13. Isn't the latter covered under i206 - Neglect of Duty? Former can be covered by i110, but I can see the value in introducing a clearer baseline for it. Should have a time option for those who don't wish to pay fines.
  14. Rings aren't meant to be worn over gloves, yes. As for the watch case, you'd need to have watches enable a right-click verb on the gloves when applied as an accessory. Just visually slapping them on would work, but they'd be non-functional.
  15. You can already wear rings with gloves. Have ring worn, have gloves in hand, press the e (equip) button above the hands. You will wear your gloves over rings, using the same code as used for wearing magboots over footwear. This isn't the case for watches because the watch would 'override' the gloves and render them invisible/unusable-while-worn-over, and the same applies vice versa.
  16. Not sure how to feel about the weird two pixels poking down on each side of the head. Looks a bit odd. That is not what should be taken away from my statement. I prefer them having some form of values, and am against the idea that the armour should be removed.
  17. I like this idea. I have a hard time imagining anyone but maybe cargo techs (aka disposable bottom-of-the-rung to begin with) being temporarily demoted to assistant status because their specific position was filled on the station.
  18. I like armoured coats, but am neutral on the other changes. Armoured coats haven't had good armour values in years so I see no issue with them not looking like overt armour, as they protect from a grand total of barely anything. I'd perhaps have more to say specifically on the hats if I saw what a standard Officer/Warden/HoS look like wearing them.
  19. My opinions haven't really changed on either adjusted sprite.
  20. I don't have a lot to say. Transforming weapon sprites are very, very cool. The plastic whiteness gives aforementioned Z-H vibes, or more what I noticed, XCOM: Enemy Unknown vibes (which was very much prototype weapons, which these shouldn't be). But the shotgun? It just doesn't feel right, doesn't feel like a shotgun. In over a century IRL, civilian shotguns (as a pump shotgun effectively is) really haven't changed much in their aesthetic design. If this was some high-end military piece with semi-automatic function that did some sci-fi 'charging it's shots' or the like, then maybe the new aesthetic would fit - but as it stands, this doesn't remotely feel like a pump shotgun. It feels more like some Elyran or Eridanian piece that'd shoot out a spread of disruptor bolts or the like.
  21. Drill has an incredibly niche place wherein it allows a construction unit to mine out asteroid for space to build, if it's the same drill I'm thinking of. If it's a surgical drill, then, uh.. yeah I see the point in removing it. Again with the hypo, so long as it's on a strong-delay so it's unviable in combat, sure. IV would be cool. Proposed Research changes make sense. Mining changes seem sensible. Custodial changes echo my two above lines. Service I'd say is fine as is, overspecialization in that regard may render to a level akin to Clerical units. A small improvement to Clerical's toolkit sounds nice. It's a very niche, do-little position for learning the basics of playing a stationbound and doing a lot of roleplay from said position. I'm not really for a Cargo module that seems to step on the toes of both Clerical and Mining modules. This is one area that I don't think exactly needs it's own kit either, as most cargo things besides packaging can instead be done via manual methods (dragging, crates, etc.) on another module or asking crew to assist.
  22. My only point against 1 is that it'd require webbing to be accessed via a right click verb, which would arguably be a clumsy nerf to webbing used alone in other circumstances. Not everyone uses hotkey mode for holsters, and I'd especially despise if holsters were nerfed by needing a verb or hotkey. 2: neutral, you already carry one or the other on a vest via suit slot. Webbing seems to operate via pockets and not 'open space' per backpacks and satchels, so I understand why the helmet and mask wouldn't fit. 3: I always would forget I even had a hailer, thing is entirely forgettable to even have. Would like to see a version of other server hailers where it's built into their masks with an easy use verb, but instead build it into either armour (helmets) or weapons (baton+disruptor). 4: Sure. I don't see any particular reason not to offer both. Not like people hand the things out freely, so it's not exactly a buff. 5: Why not.
  23. I'm not for or against this, but primarily interested to see how a test merge of this idea would go and whether the chemicals could quite match the effects of the current grenades.
  24. A good idea. Choices are nice.
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